Difference between revisions of "Mesh classes - geometry container classes"

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<table width="100%"> <tr><td bgcolor="#FFCFCF">This page was written by Pluto and imported with their permission when LinuxMCE branched off in February, 2007.  In general any information should apply to LinuxMCE.  However, this page should be edited to reflect changes to LinuxMCE and remove old references to Pluto.</td></tr> </table>Mesh classes are over the OpenGL implementations are:
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Mesh classes are over the OpenGL implementations are:
  
- '''MeshContainer''': geometry keeper, a triangle based triangle keeper.
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==MeshContainer==
  A mesh container contains two lists: one list of vertexes, which keeps for every point coordinate and color informations, UV texturing coordinate, etc.
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MeshContainer is a geometry keeper, a triangle based triangle keeper.
- a list of triangles which keeps 3 indices to vertexes, one pointer to an OpenGLGraphic (the picture that is setup for every triangle)
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A mesh container contains two lists:
- '''MeshBuilder''': helper class that creates a MeshContainer
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===list of vertexes===
 +
::: which keeps for every point coordinate and color informations, UV texturing coordinate, etc.
 +
===list of triangles===
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::: which keeps 3 indices to vertexes, one pointer to an OpenGLGraphic (the picture that is setup for every triangle)
 +
==MeshBuilder==
 +
MeshBuilder is helper class that creates a MeshContainer
  
- '''MeshTransform''': a class that keeps all transformations that may apply to a MeshContainer. No object is drawn on the screen with default geometry. To all geometry are applied one or more transformations, even they does nothing or they do more transforms
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==MeshTransform==
 +
MeshTransform a class that keeps all transformations that may apply to a MeshContainer. No object is drawn on the screen with default geometry. To all geometry are applied one or more transformations, even they does nothing or they do more transforms
  
- '''MeshFrame''': creates an hierarchy of objects, the single role of the MeshFrame is to keep a similar tree organisation of the objects. Every MeshFrame match that content:
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==MeshFrame==
- MeshTransform: all transforms that applies to itself and all childrens
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MeshFrame creates an hierarchy of objects, the single role of the MeshFrame is to keep a similar tree organisation of the objects. Every MeshFrame match that content:
- Name: unique name that is used to find different objects
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* MeshTransform: all transforms that applies to itself and all childrens
- MeshContainer: which describe the geometry of the current MeshFrame
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* Name: unique name that is used to find different objects
- Children: a list of children MeshFrames. They will get from Parent the current transform (like translation, scale, rotate or combined transforms)
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* MeshContainer: which describe the geometry of the current MeshFrame
- Parent: a reference to the parent
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* Children: a list of children MeshFrames. They will get from Parent the current transform (like translation, scale, rotate or combined transforms)
- helpers that simplify the management of children, geometry, transforms, name
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* Parent: a reference to the parent
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* helpers that simplify the management of children, geometry, transforms, name
 +
[[Category: Programmer's Guide]]

Revision as of 13:01, 2 October 2007

Mesh classes are over the OpenGL implementations are:

MeshContainer

MeshContainer is a geometry keeper, a triangle based triangle keeper. A mesh container contains two lists:

list of vertexes

which keeps for every point coordinate and color informations, UV texturing coordinate, etc.

list of triangles

which keeps 3 indices to vertexes, one pointer to an OpenGLGraphic (the picture that is setup for every triangle)

MeshBuilder

MeshBuilder is helper class that creates a MeshContainer

MeshTransform

MeshTransform a class that keeps all transformations that may apply to a MeshContainer. No object is drawn on the screen with default geometry. To all geometry are applied one or more transformations, even they does nothing or they do more transforms

MeshFrame

MeshFrame creates an hierarchy of objects, the single role of the MeshFrame is to keep a similar tree organisation of the objects. Every MeshFrame match that content:

  • MeshTransform: all transforms that applies to itself and all childrens
  • Name: unique name that is used to find different objects
  • MeshContainer: which describe the geometry of the current MeshFrame
  • Children: a list of children MeshFrames. They will get from Parent the current transform (like translation, scale, rotate or combined transforms)
  • Parent: a reference to the parent
  • helpers that simplify the management of children, geometry, transforms, name